Ghost Trick: Phantom Detective: FAQ/Walkthrough

﻿Version 1.2 11/30/12
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Ghost Trick: Phantom Detective
A Walkthrough by Michael Gray
AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com)
Copyright 2012
For a list of all my various guides, check
http://the_lost_gamer.tripod.com/guides.html
Table of Contents:
001. General information
002. Characters
003. Video Walkthrough
004. Walkthrough
004a. Chapter 1: 7:02 PM
004b. Chapter 2: 7:31 PM
004c. Chapter 3: 8:04 PM
004d. Chapter 4: 8:23 PM
004e. Chapter 5: 8:34 PM
004f. Chapter 6: 9:03 PM
004g. Chapter 7: 10:05 PM
004h. Chapter 8: 10:55 PM
004i. Chapter 9: 11:13 PM
004j. Chapter 10: 11:41 PM
004k. Chapter 11: 12:10 AM
004l. Chapter 12: 12:25 AM
004m. Chapter 13: 12:51 AM
004n. Chapter 14: 1:28 AM
004o. Chapter 15: 2:55 AM
004p. Chapter 16: 4:19 AM
004q. Chapter 17: 5:10 AM
004r. Final Chapter 5:26 PM
004. Credits
001-General Information
---------------------------------------------------------
This is a walkthrough for the game called "Ghost Trick:
Phantom Detective". It was made for the Nintendo DS, and
there is also an iPad version of the game.
You can contact me at my email address,
ilovecartoonssomuch@yahoo.com.
002-Video Walkthrough
---------------------------------------------------------
Hey! Want to see how to beat the game instead of reading
about it? Well, I've got a video walkthrough, and you can
see it at...
http://www.youtube.com/playlist?list=PLicVddiuBMFr7E3715lTN
v6cvLopWxgJu
The video walkthrough has commentary from me and various
members of the GameCola staff.
003-Characters
---------------------------------------------------------
Me, the Mystery: Our main character, who has a snazzy red
suit and fancy hair. He is trying to figure out how and why
he died. He later learns his name is Sissel.
Lynne: A red-haired detective, who was at the scene of
Sissel's death. He saves her life many times over the
course of this game.
Nearsighted Jeego: A hitman who was ordered to kill Sissel
and Lynne.
Ray of Light: A desk lamp named Ray, who teaches Sissel
about the powers of the dead.
"One Step Ahead" Tengo: Another hitman, who was ordered to
kill Lynne.
Eyebrowed Villain: The man who is probably the culprit
behind Sissel's death and Lynne's attempted death.
Masked Muscleman: The servant who works for the eyebrowed
villain.
Kamila: A relative of Lynne's. She is a little girl with
purple hair, and she loves her pet dog, Missile.
Missile: An enthusiastic Pomeranian whose main goal in life
is saving Kamila. He makes fast friends with Sissel.
Emma (The Woman in Red): Lynne's neighbor, who is an ill-
tempered writer. She and her husband are having a bad
argument.
Amelie: The daughter of Lynne's neighbor. She is friends
with Kamila, and she is currently sick.
Justice Minister: Amelie's father, who has major anxiety
issues, due to huge amounts of stress being put on him this
night.
Green Suit: A detective who wears a green suit. He
investigates Sissel's death.
Blue Suit: A detective who wears a blue suit. He
investigates Sissel's death.
Doctor: A blue doctor who examines Sissel's corpse as part
of the official police investigation.
Inspector Cabanela: The dancing police inspector is head of
his division, and he feels personally responsible for
Lynne. He takes over the investigation into Sissel's death.
Detective Rindge: A detective with a cap who works for
Cabanela. He knows Lynne, and Sissel saves his live in
Chapter 7.
Guardian of the Park: An odd man who believes it is his
duty to guard the park.
Pigeon Man: A person who works as the superintendent at the
junkyard. He is usually seen with his pet pigeon atop his
head.
Officer Bailey: A guard at the prison. He dances whenever
things go badly.
Rocker Jailbird: A prisoner who used to play for a rock
band. He released national secrets during a live TV
concert.
Curry-Loving Jailbird: A prisoner who stormed a police
station and destroyed many files. He and the rocker are
working together to make an escape tunnel out of jail.
Detective Jowd: A prisoner whose execution is set to take
place very soon. He is Lynne's hero, and she thinks he is
innocent of his crime.
Chief of Police: The Chief of Police speaks with Inspector
Cabanela, around the end of Chapter 6.
Chef: The singing chef who cooks food in the kitchen of the
Chicken Kitchen.
Detective Memry: A detective who is working undercover as a
waitress at the Chicken Kitchen. She tries to plant a
listening device inside a chicken.
Blue Man: A blue man who is working with Beauty. They are
kidnappers, working out a deal with an unknown party.
Blue Woman: Also known as Beauty. She works with the blue
man, and she claims to be able to sense the presence of
ghosts (like our hero).
Bartender: A bartender at the Chicken Kitchen. He doesn't
talk much.
Alma: Detective Jowd's deceased wife.
The Manipulator: A shadowy villain, whose existence is
unknown until you get towards the end of Chapter 13. Like
our hero, he can perform ghost tricks. His name is
eventually revealed to be Yomiel.
004-Walkthrough
---------------------------------------------------------
004a-Chapter 1: 7:02 PM
---------------------------------------------------------
The story begins with our hero coming to consciousness,
after he has been killed. Nearby, a blue man is about to
kill a red-haired woman. Our hero feels bad for her, but
there's nothing he can do.
That's when a voice cries out to our hero. There IS
something he can do. He can move his soul to various
objects and perform ghost tricks on them. You get the
opportunity to try this out. Move your character's soul to
the core which is right of him.
This is a crossing gate. When you go back to the real
world, the "Trick" button appears in the lower/right. Tap
it, and the crossing gate moves. This distracts the hitman
long enough for the woman to run past him.
The hitman soon catches the woman. It looks like our hero
has to perform another ghost trick to save her. You can try
moving to the wrecking ball in the upper/left, but it's too
far away. So instead, move to the guitar in the
upper/right, and perform the ghost trick of strumming the
guitar.
This distracts the hitman, and the woman runs away again.
The only thing close to our hero now is his dead body. Move
to it, in order to learn that he can't perform a trick with
it. Sadly, you can't perform a ghost trick on your own
body. On someone else's body...well...we'll learn about
that later.
You now get told how to move the screen around. Move the
screen to the right to see what is happening to the woman.
Sadly, she is killed by the hitman. The hitman then answers
a phone call.
Things look bleak, and our hero figures there is nothing he
can do. That is when a nearby desk lamp moves. The desk
lamp is the one who has been guiding our hero through this
tutorial. He is also the soul who can perform ghost tricks.
There is a mini-challenge, in which you have to figure out
how to travel to the desk lamp. Before that, you learn
about thought bubbles, which sometimes appear in this game.
Tap on a thought bubble for some clues as to what to do.
You also learn about how to travel between the ghost world
and the real world. Simply use the button in the lower/left
to switch between the two worlds.
Move from the dead body to the car door, to the traffic
sign, to the folding cot. Perform a ghost trick with the
folding cot, and you will be close enough to reach the desk
lamp now. Do so.
The desk lamp gets close to the woman's dead body, so our
hero can travel to her. Do this. Her soul is currently
unconscious, so we can't talk to her. But we can still
perform a ghost trick on her body.
This ghost trick is a very special one. It rewinds time, to
four minutes before her death. We get to rewatch the last
four minutes of our life, then we get a chance to help
changer her fate.
The first thing our hero has to do is go upwards, to where
the woman is.
Go to the ghost world, then move to the desk lamp. He moves
upwards. Go back to the ghost world, then go up to the
mannequin and right to the tire. Return to the real world,
then use a ghost trick on the tire to roll to the left.
This moves the tire and the mannequin.
In ghost world, move to the mannequin, then move to the
refrigerator. Perform a ghost trick on the fridge to open
it. A blender rolls out, and meanwhile, the woman's time is
half gone.
Perform another ghost trick on the fridge to close it. In
the ghost world, move left to the mannequin, to the
blender, to the flag, to the fan.
You have a minor puzzle, involving the fan, blender and
flag. If you do a ghost trick on the fan, it blows the
flag, and the rope goes near the blender.
Do a ghost trick on the blender to turn it on, then travel
to the fan. Do a ghost trick on the fan, then travel to the
flag. With the fan and the blender on at the same time, the
flag's rope is blown into the blender, where it gets
pulled. The flag then rises upwards. Provided you are in
the flag, this means you can go up to the bicycle on the
top level.
There are only three seconds left at this point. Travel to
the bicycle's bell and perform a ghost trick on it. The
bell rings, which startles the hitman and saves the woman.
Unfortunately, the exit to this area is blocked by a raised
bridge. The woman gets cornered by the hitman again,
because she can't run across a raised bridge. Looks like
we'll have to save her again.
Travel to the bicycle wheels, then perform a ghost trick.
This pedals the wheels, moving our character closer to the
woman and the hitman.
Travel to the lever, then do a ghost trick to lower the
lever. This moves a wrecking ball directly over the hitman.
Travel from the lever to the bicycle, to the ladder. Do a
ghost trick on the ladder to extend it.
From here, travel up to a street lamp, to the wrecking
ball. Above the wrecking ball is a claw. Do a ghost trick
on the claw to open it. The hitman is flattened, and the
woman's fate is averted.
It's good that the woman has been saved, but when our hero
arrives back in the present time, he realizes that he
doesn't remember much about his past. The desk lamp, who
introduces himself as Ray, tells our hero that when the sun
comes up, his soul will leave this world.
Our hero decides that, before this deadline, he wants to
figure out how and why died. Hopefully, he can even prevent
his death. The red-haired woman, being the only witness to
the death, is the best clue our hero has to determining his
identity. He decides to get closer to her.
Move to the bicycle handle, then use a ghost trick to
shimmy down the wire. From here, move to the bicycle
pedals, to the umbrella. Perform a ghost trick on the
umbrella to open it. This gets the woman's attention.
Tap on the woman's thought bubble, and she takes the
umbrella with her. She goes to see the corpse of our hero,
which is near a cat. Listen to the woman, and she finds a
note on the corpse. Go to the ghost world, then travel to
the note.
Use a ghost trick on the note to read it. Sadly, before our
hero can read it, there is a phone call, and the woman puts
the note away.
As our hero remembers, the hitman answered the phone call
when the woman was killed. This means, most likely, that
the person calling is the culprit who ordered the double
murder.
Go to the telephone. Our hero sees who the culprit is: a
strange blue man. Ray tells our hero that if he performs a
trick on the phone, he can travel through the phone lines
to the home of the culprit.
Ray wishes our hero good luck, and Ray indicates that our
hero's death is related to some important events going on
in town tonight. Travel to the new phone number to end the
chapter.
004b-Chapter 2: 7:31 PM
---------------------------------------------------------
Our hero travels through the phone. He is now in a room
with two blue men. The smaller man is the one who ordered
the death of our hero, while the larger man on the right is
an accomplice.
The room has a videoscreen, disguised as a projector and
piece of artwork. The villain is currently reading a file
and planning their next murder. The target? The red-haired
woman.
In ghost world, travel to the file the man is holding. Go
back to the real world, and he closes the file. Our hero
performs a ghost trick to open the file and read it, but
sadly, the file is in a foreign language.
The assassins say that the redhead is named Lynne, then
they put the file away behind a painting. Now our hero is
trapped, at the top of the screen.
Travel to the projector and do a ghost trick on it. The
projection turns on, and the assassins talk for a bit about
our hero. His name is Sissel. So now we know the names of
the two main characters in this game! Fantastic.
Now Sissel has a minor puzzle, in getting out of the room.
There is a core in the painting, which works with the
projector. Perform a ghost trick on the projector, and the
painting flips over. Quickly, travel to the core in the
painting, while it is close to you. Then, wait for the
villains to flip the painting back to its original
position.
Now that you're at the bottom of the screen, travel to the
control panel by the large assassin. Perform a trick on it
to bring the phone back into the room. The phone rings, and
the man on the other end of the line is a hitman, who is
waiting in Lynne's apartment.
Go to the phone, then perform a trick on it. Go to Lynne's
apartment. On the ground, near the phone, is the corpse of
a dog. Go talk to the dog.
The dog regains his memory extremely quickly. He is Missle,
a happy Pomeranian. He belongs to Miss Kamila, the little
lady in this room. He wants to help Sissel save her life.
Go back in time four minutes before Missile's death. Kamila
tries watching TV, but when Missile barks, the next-door
neighbor gets mad. Kamila then decides to listen to music
instead.
While Kamila eats donuts, a donut falls loose. This makes a
mouse appear. Missile barks at the mouse, which again
upsets the woman next door. Kamila, absorbed in her music
and a book she's reading, fails to notice this. She also
fails to notice as the hitman comes in and kills Missile.
Our first goal is to make sure Kamila does NOT put on
headphones, because that prevents her from hearing
anything. Travel to the umbrella, which is over the phone.
Wait until Kamila goes to get the headphones, then perform
a ghost trick to knock the headphones into the fish tank.
Kamila's fate is changed slightly! This creates a save
point. If you try to restart this puzzle, you can restart
from the save point, instead of having to restart all the
way from the beginning.
Wait for Kamila to move the donuts over towards Sissel. You
can either move the cart with a ghost trick, or knock over
a donut with a ghost trick. Knocking over the donut can
only happen once, and whenever you do it, a mouse appears.
Move the cart over to the right, then knock over a donut.
The donut lands on the right side of the screen. You want
to get over there, so travel to the Christmas tree's star.
Then, travel to the Santa Claus ornament, once it's close
to you. Wait for Santa to reach the right side of the
screen, then travel to the floor lamp, and to the door
which is right by the mouse.
Perform a ghost trick to hit the mouse and donut under the
sofa. Missile goes under there and starts barking. Kamila
follows after him and comforts him.
When Kamila is under the sofa, the hitman appears. He fails
to notice either of them. All right! Their fate has been
averted! Missile is alive, and Kamila has not been
captured!
Missile and Sissel say goodbye, as they both return to the
present. The hitman gets a phone call, saying Lynne is
still at the junkyard. He decides to go there, rather than
wait here. He then exits the apartment.
Kamila and Missile leave from their hiding spot, relieved.
Kamila gets a phone call from Lynne, and Sissel decides he
wants to go to the phone, so he can hear what is being
said.
Travel to the floor lamp, then to Santa Claus when he's
close. When he's on the left, travel to the donut bowl,
then to the cart. Missile looks rather odd. In Ghost World,
travel to Missile to learn that he remembers Sissel and the
adventure they just had.
Well, that's interesting. If Sissel saves someone's life,
he can talk to them later.
Use a ghost trick on the cart, and you move closer to the
phone. Travel to the phone to hear the phone conversation.
Lynne tells Kamila to get the music box, then go to the
Chicken Kitchen, where the two of them will meet.
Someone surprises Lynne, which brings a quick end to the
phone conversation, as Kamila drops the phone in the fish
tank. Now Sissel can't use the phone to travel to a new
location.
Sissel can help Kamila find the music box, however. Travel
to the cart, then do a ghost trick. When you're on the
right side of the screen, go up to the donut bowl, to the
start ornament, to the rotating Santa Claus ornament.
Perform a ghost trick on the Santa Claus ornament. This
brings you within range of the latch, on the ceiling. Go to
the latch and perform a ghost trick on it. The latch opens,
and the music box falls onto the tree.
Return to the Santa Claus ornament, and perform a trick on
it to make it slow down. Then, travel to the Christmas tree
star. Perform a trick on it to bring attention to it.
Kamila grabs the music box and leaves the apartment.
Missile and Sissel are left inside. Sissel is now in a bit
of a pickle. How can he leave the apartment?
004c-Chapter 3: 8:04 PM
---------------------------------------------------------
Sissel needs to find some sort of phone. Missile isn't
entirely sure how he can help; he's just a dog, and he's
not too good at anything besides barking.
Go to the Christmas tree ornament, and perform a ghost
trick on it. Missile barks at it, causing the woman next
door to hit the wall. The phone in her apartment rings
shortly afterwards.
Sissel decides to create more noise, to get the attention
of the woman. Go to the TV remote on the couch, and perform
a trick on it. This turns on the TV, causing Missile to
bark more loudly than before. The woman angrily smashes the
wall until several things are broken, and Missile is thrown
across the room.
You can solve this puzzle by doing a trick on the remote,
then on the star ornament, if you wish.
Missile is mostly uninjured, and he is just as happy as
ever. More importantly, the woman's furious pounding on the
wall has created a path for Sissel. Travel through the
various items on the floor, until you can reach the wine
bottle.
Sissel says goodbye to Missile. Missile is inspired to find
a way to escape the apartment, so he can help Kamila.
Sissel, meanwhile, is going to focus his efforts on
reaching the phone, so he can go to the junkyard and save
Lynne.
It looks like Sissel is stuck on the left side of the room,
while the phone is on the right. If you tap on the woman's
speech bubble, she will get up and walk to the left, so she
can pick up the dictionary and carry it to the right, near
the phone. Sadly, the dictionary is on the ground, where
she doesn't notice it.
Sissel's goal for this puzzle is to draw attention to the
dictionary.
There are only five things here that Sissel can travel to
here. Go up to the highest thing, which is the latch.
Perform a trick on it to let a mouse into the room.
At any time you want, you can perform a trick on the
drinking bird to knock the mouse on the bookshelf. You can
then perform a trick on the windmill, to knock the mouse
onto the dictionary. Once the mouse is on the dictionary,
it will stay for a while, then crawl back up to the
drinking bird.
Here's how to solve the puzzle. Knock the mouse onto the
bookshelf. Then, tap on the woman's thought bubble, in
order to get her to walk to the bookshelf. When she notices
the mouse, do a trick on the windmill. If you wait too
long, the mouse hides behind the windmill, and the trick is
useless.
When the mouse is knocked to the ground, travel to the
dictionary. When the woman takes the dictionary to the
right, she takes Sissel with it.
After this, listen to the conversation between the woman
and her daughter. You learn more about their family
relationship. It seems the parents are having a fight.
After the conversation, the woman resumes writing. Travel
to the lamp, and perform a trick on it. This causes the
woman to crumple up a piece of paper and throw it towards
the trash can. When this happens, travel to the piece of
paper. That way, she throws Sissel to the right, near the
telephone.
Alas, the telephone is still a little bit out of reach.
Travel to the wastebasket and perform a trick on it. This
throws the wad of paper into the air. Travel to the paper
which is in midair, then to the telephone. Wouldn't you
know it, the father calls at the very moment Sissel goes to
the telephone.
You can go to the father's office, if you want, but you
can't do much there. You need to go to the junkyard.
There are two detectives and a doctor at the junkyard. Ray
says they're investigating Sissel's murder. Listen to the
detectives' conversation to learn that Lynne has been taken
into custody, as the main suspect.
You have to move a bit closer to the doctor to overhear his
conversation. He decides that Sissel died from a gunshot
wound. When he tries to leave, the detectives ask him to
stay. Inspector Cabanela, Lynne's good friend, is
personally taking charge of the case, and he wants to talk
to the doctor.
Inspector Cabanela appears at this point. He loves to
dance, and he makes a quick phone call before getting
debriefed. Travel over to the phone to learn that he is
speaking with a detective in the park, who is on a
stakeout.
Cabanela asks the doctor to take special care with this
case. Cabanela wants to start by talking to Lynne. She's
under custody in the superintendent's office nearby.
Cabanela leaves at this point.
Listen to the detectives' conversation about Cabanela, then
travel towards the doctor and overhear his conversation. He
finds a pistol, which he puts on the ground. It's a special
kind of pistol, one which only detectives have access to.
Go to the gunshot and perform a trick on it. Sissel
accidentally sets it off. Another gunshot is heard shortly
afterwards. Inspector Cabanela calls from the
superintendent's office not long after this. Head to the
phone to learn someone has been shot in the
superintendent's office.
Wait...that's where Lynne is! Perform a trick on the phone,
then travel to the superintendent's office to learn some
bad news.
004d-Chapter 4: 8:23 PM
---------------------------------------------------------
When Sissel shows up, it is too late for Lynne. She has
already been killed, much to the regret of Inspector
Cabanela. The doctor shows up, but he cannot do anything to
save her.
Travel through the various objects here, until you reach
Lynne. Sissel starts a conversation with her. Her memory is
rather weak, because she just died recently.
Talk to Lynne about "about me", "Lynne's death" and "two
strangers". She says that she came to the junkyard that
night, on Sissel's request. She had never seen him before
she found his corpse.
Sissel asks if she can investigate his death. She makes no
promises, because she's on an important mission. Sissel
appreciates her honesty.
Go back in time to four minutes before Lynne's death. She
was in this room, looking at things. When a policeman came
in, she hastily hid a notebook. She distracts him with some
talk about getting a meal. After this, Inspector Cabanela
comes in and talks with Lynne for a while, before she gets
shot.
Time to save Lynne's life for the second time!
The first thing you have to do is wait for policeman to
come inside and make a phone call. Once that's done, he
stands guard for a while. You can now travel to Lynne's
suspicious pink notebook. Lynne suggests drawing the
guard's attention to it.
Travel to the desk lamp, then do a trick to make it face
the notebook. Go to the bulb and do a trick to turn it on.
The guard notices the notebook, and he makes a call to the
detectives outside.
Travel to the phone, then choose to go outside. Your first
challenge here is to reach the upper level, which you've
done before. Travel right and upwards through the items.
Using your ghost tricks, turn on the fan and the blender at
the same time. Then, go inside the flag. The blender and
fan raise the flag to the upper level, where you can travel
to a spotlight.
Wait for Inspector Cabanela to ride past, then catch a ride
on his bike. He takes you all the way to the right. The
hitman is here.
Travel to the car door, then do a trick to open it. Travel
to the spotlight, then do a trick to turn it on. The hitman
goes away.
Travel back to the car door and shut it. The policemen will
start to walk around. When the policeman comes near, travel
to his nightstick. Let him take you to the left, where the
hitman appears.
Again, travel to the spotlight and turn it on. The hitman
goes away, and Lynne explains that only two of the three
spotlights can be on at once.
Go to the alarm on top of the police car, and do a trick to
set it off. This gets the attention of the officer on the
left. Travel to his nightstick, and have him take you to
the leftmost spotlight. Turn it off, then wait for the
police officer to return. Use his nightstick to travel to
the right.
Go to the other police officer, and have him carry you over
to the right, near the first spotlight. The hitman appears
here. Once again, travel to the car door, then open it. Go
to the spotlight then turn it on. The hitman leaves.
Since the spotlight on the far left is the only spotlight
which is not on, the hitman goes over there. Travel left
through the nightstick of the officer here, then set off
the alarm again to get the attention of the left officer.
Use his nightstick to go left.
Here, go to the gate and raise it. Then, go up to the
crane, which is holding a big crate. Perform a trick on the
crate to drop it on the hitman, killing him.
Lynne's fate is averted! Sissel and Lynne say goodbye for
now, as they travel to the future they have just created
together.
Sissel decides he wants to check up on Lynne in this new
future. Go to the umbrella, then do a trick on it to go to
the lower level. From here, travel to the phone and do a
trick on it. Go to the superintendent's office to end the
chapter.
004e-Chapter 5: 8:34 PM
---------------------------------------------------------
When Sissel arrives at the Superintendent's Office, he
learns that Lynne has escaped from custody. She certainly
didn't waste any time, did she?
Move to the stepladder, by going through the lamp and
teapot. Trick the stepladder to move to the right, then
listen to the conversation between the detective and the
patrolman. They wonder how Lynne could have escaped, and
they note that the pigeon man is inside the locked
basement.
Move the stepladder back to the left. This causes the
patrolman to go to the left as well. If you want to, at
this point, you can move to the basement and overhear what
the pigeon man is saying. He talks about Lynne in vague
terms.
What you want to do now is the same thing you did in the
previous chapter. Move to the desk lamp, and do a trick to
swivel it. Then, move to the lamp's bulb and do a trick to
turn it on. The light shines on Lynne's notebook, and the
patrolman grabs it.
The detective calls a phone number in the book. Move over
to the telephone to hear the conversation. It seems Lynne
was calling an Officer Bailey. Do a trick on the phone and
travel to Bailey's office.
Bailey is easily agitated, and he works with another guard.
Bailey mentions that Lynne has been calling nearly every
night, recently.
Wait for Bailey to write a memo, then put it on the board.
Go to the memo and perform a trick on it. The other guard
grabs the memo and reads it. Stay on the memo, then listen
to the conversation between the guards to learn that they
are prison guards.
Lynne calls after this. Go to the phone to hear that she
wants to talk to a certain prisoner. Go to the phone, then
do a trick on it. Travel to the location Lynne was calling
from. As Sissel finds out, it's the basement of the
superintendent's office.
Lynne is dead, having been fatally shot for the third time
that night. Curiously enough, this is a locked room murder;
nobody was there to shoot her. Travel to the lamp, then to
Lynne.
Rewind time to learn that Lynne's murderer is a Rube
Goldberg machine, which kills anyone who turns on the light
switch in the basement. Why does Pigeon Man have this
murder machine in his basement?
Time to prevent Lynne's third death. The first part of this
puzzle is rather simple. Just wait until the phone rings.
Travel to the lantern, then to the phone. When Pigeon Man
answers the phone, you have the opportunity to go upstairs.
Do so.
Go to the tea kettle here, then do a trick on it to shut
the lid. This causes the patrolman to put the tea kettle on
the ground. If you don't shut the lid in time, he doesn't
put the kettle down.
That's the first half of the puzzle, which gives you the
"Fate Changed" screen. You can now restart from that place,
if you want.
The second half of the puzzle is slightly trickier. Go down
to the motor, then to the ball. When Lynne comes in the
room, the fan turns on and the ball falls on the left side
of the room.
There are two things you want to do here. First, you want
to open the door on the floor. Once the ball falls, travel
to the cake on the right, then go to the door on the floor.
Do a trick on the door to open it.
The second thing you want to do is open the toolbox on the
shelf. Go back to the cake, to the ball, to the toolbox. If
you don't move quickly enough, the ball rolls away, out of
reach, and you have to try again.
Wait until the green ball lands on the floor, then do a
trick on the toolbox. This opens the toolbox, moving a
bowling ball, which moves a shovel, which hits the ball at
the cupid doll. Now, instead of hitting the gun trigger,
Cupid's arrow hits some party poppers.
Sissel travels to the new reality he has created, by
averting Lynne's death. Lynne is here, waiting to talk to
him. Travel to Lynne, then talk.
You can talk to her about various things. She didn't see
the person who shot Sissel, she's worried about Kamila, and
something important to her current case is happening
tonight. Talk to her about all three topics, then choose to
go back.
Sissel and Lynne decide to work together as partners, of a
sort. Lynne gives Sissel an assignment: go to the prison
and check out the work schedule for a certain prisoner.
Simple enough, right?
004f-Chapter 6: 9:03 PM
---------------------------------------------------------
Sissel starts off in the toolbox in the basement area. Go
up to the hoist and do a trick on it to move right. From
here, go up to the motor, to the step ladder, to the
kettle, to the telephone. Do a trick on the telephone and
go to the uniformed men's office.
Bailey and the other prison guard are still working here.
Go up to one of the memos, then do a trick to let it loose.
The other guard catches the memo, and you can hear a
conversation about a prisoner. Listen to the conversation,
and the other guard throws the paper in the trash.
From here, go up to the other memo, and do the exact same
thing: trick it, then hear the conversation. The two
prisoners that get discussed are a rock star and a curry
lover, both of whom violated national secrecy.
If you get stuck on the right side of the screen, flip the
control switch to create a path to the left.
After you discuss the two prisoners, Bailey pins up another
memo. Go to this one and let it loose to hear the
conversation. This one is about D99, the prisoner Sissel is
looking for. He shot his wife.
Once all three prisoners are discussed, the rock star
prisoner is taken to the room to the right, where he makes
a phone call. The other guard finishes his card castle at
this time.
Go to the right side of the room, by doing a trick on
another one of Bailey's memos, then go to the glass which
is on the card castle. From here, you can go up and right
into the phone room.
Move to the button, and do a trick on it to open the
sliding door. Move to the door handle (while it is still
within reach), and you get taken right. From here, go to
the guitar. If you're not fast enough, the guard will shut
the door, and you'll have another chance to try it.
Do a trick on the guitar, and the rocker ends his phone
call. He gets taken back to his cell. There are three
prisoners in the four cells here, and they are the three
prisoners the guards were talking about recently.
Wait for the rocker to move right, then travel to one of
the notes. He has X notes and O notes, and he flushes them
down the toilet at certain times. Sissel will have to use
this fact to help him get around the prison.
If you want, you can travel to the blackboard here to learn
that Sissel is illiterate.
Go to the toilet, then go right to the phone. The two
phones in this area are inside lines.
Go up to the emergency button, then press it. Now that
you're not inside a cell, you can move the screen round and
sees what happens. The rocker flushes an X note, which goes
through the pipes to a hook, attached to a bell in the
curry man's cell in the lower/right.
Curry man is digging an escape tunnel. When he hears the
bell and sees the note, he quickly returns to his room and
pretends to be resting.
Once the guards come by and see that everything is clear,
they leave. The rocker flushes an O note, and when curry
man gets that, he resumes digging.
So apparently, when the rocker flushes an O note, it tells
curry man that he is safe to continue digging his tunnel.
When he flushes an X note, it tells the curry man that he
needs to hide the tunnel, because guards are coming.
Do a trick on the emergency button again, then go to the X
note that the rocker has. He will flush the note, and
Sissel goes through the pipes to the curry man's cell.
Then, travel to the toilet, to the bell, to the blackboard,
to the light. Wait for curry man to get another note and
hold up a spoon, which allows you to go left to his bunk.
You can also solve this puzzle by going through the pipes
in one of the O notes. If this is the case, you'll have to
do a trick on the curry man's bell to make him pick up the
spoon.
Once you reach the bunk, go left to the bottom floor phone,
then left into D99's cell. He is painting a picture right
now. Go to the picture frame, then do a trick to open it.
Then, go to the newspaper clipping, to the light and to the
blackboard.
D99's blackboard is blank. He has no work schedule
tomorrow. Odd.
Go back right, passing from the blackboard to the light to
the newspaper clipping to the frame. Do a trick on the
frame to close it. The guards come with dinner for D99 at
this time.
Sissel listens to the guard talk with D99 about his crime.
D99 is revealed to be Detective Jowd, and he doesn't want
to explain his motive for shooting his wife. In a strange
turn of events, it is revealed that Detective Jowd has been
drawing a picture of Sissel.
Go right to the phone, and use it to get to the guards'
office. When you do, there's a phone call from the Chief of
Police. Sissel is interested in this, so do a trick on the
phone, pick an external line, and go to the Chief's office.
The Chief is talking with Inspector Cabanela. Listen to
their conversation. They talk about their first big case,
which involves a stakeout at Point X. The second big case
is Sissel's murder, and they have video footage of it.
Go from the phone to the antenna. Do a trick on the antenna
to raise it. Then, go to the alarm, to the speaker, to the
screen. Do a trick to lower the screen. Go to the remote
control and do a trick to operate it.
Sissel sees the video of his murder. He is at the junkyard,
holding a container. Lynne appears, and Sissel says
something to her. She appears shocked. While Sissel leans
against a fence, not moving, she lifts her gun and fires
twice. The first shot misses Sissel, while the second shot
kills him.
So...Lynne killed Sissel?
A radio message comes in, saying that Lynne has appeared at
Point X. Cabanela orders the detective to get her away from
there, as soon as possible. The detective jumps in his car
and drives to Point X at top speed, but then something
happens which ruins his car radio.
Go to the screen and do a trick to raise it. Go from the
screen to the speaker, to the alarm, to the antenna. Do a
trick to lower the antenna, then go to the phone. It is
revealed that Point X is the Chicken Kitchen. That's where
Lynne and Sissel were going to rendezvous. It appears a
large disaster has occurred.
004g-Chapter 7: 10:05 PM
---------------------------------------------------------
Sissel goes to the Chicken Kitchen. The police detective
had an accident, and he drove his car into the window.
That's why his radio died at the end of the previous
chapter.
The detective died instantly, as did Lynne, who was waiting
here for Sissel. Go to the tire and do a trick on it, so
you're close enough to reach Lynne. Talk to her.
Sissel and Lynne have a lot to talk about. Sissel talks
about how she shot him, and she gets upset. She doesn't
remember that at all, and she can't believe she'd shoot
someone.
Lynne gets equally upset when she learns Detective Jowd's
blackboard was blank. The fact that he has no work
assignment tomorrow means his scheduled execution is
tonight. Lynne believes Jowd is innocent, even though Jowd
himself wishes to receive the death penalty.
Sissel can also talk to Lynne about the Chicken Kitchen.
Why did she choose to come here, given the fact that the
police are holding a stakeout? She explains that she came
here, because of the note she found on Sissel's corpse,
back in Chapter 1. The note said "Chicken Kitchen, 10:00."
Was he planning on meeting someone here?
Lynne fears that Sissel will consider the mystery of his
murder solved, but as Sissel says, the mystery is far from
over. He still doesn't know who he is, why he was killed,
and what the blue villains are after. And so, Sissel is
going to continue his investigation by helping Lynne again.
Time to undo Lynne's fourth death! Lynne doesn't do much,
during this death sequence. She sits in place, until the
car crash, when she pushes a waitress to safety. Then, a
large chicken crushes her.
Go to the sign, to the bell, to the small sign. Do a trick
on the sign to read it. It says that you must ring the bell
three times for water. Go to the bell, and do a trick on
the bell, three times in a row. You must do this rather
quickly, because the waitress comes shortly after the first
ring.
When the waitress appears, go to the pitcher of water she
brings. Hear her conversation with Lynne, and then she'll
go to the right. When this happens, jump to the cart.
The waitress takes the cart upstairs, to where two blue
people are. Interesting...they're the same color as the
villains who ordered Sissel's death! Jump to their trunk,
then listen to their conversation.
The two of them are discussing the inmates at the special
prison, even though that is classified information which is
not known by the public. It seems that these are the people
that Sissel was going to meet; they're planning on making a
deal with him.
The conversation comes to an end as Beauty, the woman,
senses that someone is listening to them. She and her
partner go to the left, well out of hearing distance.
Wait for the bartender to put a glass on the bar, then go
to the bell on the counter. Ring it to get the waitress to
appear. Go to the bottle dispenser and to a trick to bring
the trunk to her attention.
Wait for the bartender to put down another glass, then
travel to the trunk. Around this time, the blue man appears
and takes the trunk to the left. Listen to their
conversation, and the woman once again senses that someone
is listening.
She takes out a lighter and destroys the electronic bug,
inside the chicken. Shortly after this, the van crashes
into the window.
There's not much time left. Go up to the light and do a
trick to swing it. This moves you close enough to the
chicken bone that you can move to it. Do so. The chicken
swings to the right, and you can now move from the chicken
bone, to the alarm, to the dead body of the van driver.
Sissel decides to go back in time and undo the driver's
death, preferably by making it so he never crashes his van.
It is revealed that the driver is the detective who radioed
the Chief of Police at the end of the last chapter. He gets
a phone call, radios the Chief, then drives away.
While he drives, he uses headphones to listen through the
electronic bug. When the woman destroys the bug, the loud
feedback knocks the detective unconscious, thereby causing
the car crash.
Time to undo the detective's death. Wait for him to throw
the binoculars inside the van. Go to the recliner and do
two tricks on it to bring the binoculars to the front seat.
Then, go to the alarm and do a trick to set it off.
The detective comes to turn off the alarm. Quickly, go to
the binoculars before he appears. He notices the
binoculars, picks them up, and takes them with him when he
answers the phone call.
Go to the phone. The call is from Detective Memry, the
waitress at the Chicken Kitchen. She is an undercover
agent, and she decides to plant a bug on the chicken she'll
bring to the blue villains.
Go to the area where Memry is, then wait for her to flip
the switch and turn on the fans. Go to the switch and flip
it again, turning the fans off.
Go to the T-shirt and trick it, so you can go to the right.
Travel the Chef's hat. When his hat is low enough, travel
to the pedal on the ground. The chef puts a chicken on the
plate here. Wait for Memry to turn to the left (to reset
the switch), then trick the pedal. The two chickens are
switched, while Memry's back is turned. As a result, she
takes the wrong chicken to the blue villains.
That means the bug isn't destroyed, so the detective
doesn't get knocked unconscious. Both deaths end up being
erased, and Sissel goes to the new present.
Now, go to the phone and do a trick on it. Go to the
Chicken Kitchen. Go down to the phone book, then travel
left to the bell. Ring it three times quickly, and jump to
the water pitcher when Memry skates by.
After hearing the conversation, travel left to Lynne and
talk with her. They decide that the detective doesn't have
a core, because he was unconscious when Sissel saved him.
Lynne tells the story of how Detective Jowd saved her life,
ten years ago. That's what inspired her to become a
detective. Inspector Cabanela is good friends with Jowd,
and he's been looking after Lynne ever since Jowd's
incarceration.
Lynne also talks about the music box that Kamila is
bringing. This box belonged to Detective Jowd; he mailed it
to Lynne shortly before his arrest. He told her not to open
it until his case was over. And now that his execution is
tonight, the case of him killing his wife is going to be
over soon, one way or another.
The detective here tells Lynne that the execution of Jowd
has been stepped up. It is no longer hours away; it is now
mere minutes away. Sissel and Lynne split up. She goes to
the Justice Minister to stop the execution, while he goes
to the prison, to do the same thing.
004h-Chapter 8: 10:55 PM
---------------------------------------------------------
When Sissel arrives at the prison, he learns that there is
currently a blackout. Do a trick on the phone, and using
the internal line, go to the death chamber.
It's too dark to see anything normally, but when you go to
Ghost World, you can see things just fine. Go right to the
lever, then to the power supply. If you listen to the guard
here, you learn that he needs to access the wrench in the
lower/left.
Go up/right to the emergency light, to the light. To the
right of this, there is a leaky ceiling which steadily
releases drops into a bucket below. In the normal world,
wait for a drop to appear. Go to it in ghost world. Then,
go back to normal world. The drop falls to the bucket,
moving Sissel there.
Go up/left to the tool box, and do a trick on it to have
the guard find the wrench. He then fixes the generator to
the right, restoring power to the facility.
Go right, to the bucket, then to the yellow grounding
sphere. This sphere goes up and down the generator. Ride it
to the ceiling, then go left to the water drop. Go
down/left through the two lights to reach the power supply.
Do a trick on the power supply to turn it on.
The electric chair in the next room now has power.
Go left to the lever, then listen to the guards'
conversation. They say the execution has already occurred,
and it was the electric chair which caused the subsequent
blackout.
Wait for the guard on the right to use his wrench on the
electric chair, then do a trick on the lever. He is sent
backwards. Go to his wrench when this happens, and he takes
you to the left.
From here, wait for more water to leak from the ceiling,
into the bucket. Go up through the water drops, to reach
the head piece. Do a trick on it, and it falls to the left.
Go to the cart, then do a trick to rock it. From here, go
to the head piece, to the phone, to the flower vase, to
Detective Jowd. Sissel, as you would expect, rewinds time
to four minutes before Jowd's death. Jowd's actions are
rather uncomplicated. He finishes his meal, flushes a
napkin in the toilet because the trash is full, and he is
escorted to the death chamber.
Oddly enough, he is killed during the test of the electric
chair, held before his execution. Sissel's challenge will
be to set off the electric chair (and cause the blackout)
early, so Jowd's execution will be unable to continue.
You start off near the phone in the execution chamber. The
phone in here rings twice. On the second phone call, go to
the flower vase, to phone. Go across the phone line to
reach the main prison.
The rocker is upset, because of a jam in the pipes. Travel
left to his toilet, then down to his paper. Do a trick on
the paper, and you end up in the room of the curry lover.
This is a fate change; you can restart from this point if
you need to restart the puzzle.
Go right to the toilet, then up to the bell. Do a trick on
the bell to get Curry Man to pick up his spoon. Quickly, go
left to the blackboard, then to the light, then to the
spoon that Curry Man holds up. From his spoon, go left to
the bunk, to the phone, and to the toilet in Detective
Jowd's room.
We know Detective Jowd is going to flush his napkin down
the toilet, so let's something about it. Go left to the
picture frame, to the napkin, to the bottle, to the
wastebasket. Wait for Jowd to finish eating. When he holds
his napkin above the wastebasket, do a trick on the
wastebasket.
Now the napkin has an "X" on it, so it resembles one of the
X messages that the rocker sends to the curry man. Go to
the napkin to be taken to the curry man, and jump to his
spoon before he enters his hidden tunnel. That way, he
takes Sissel with him to the tunnel.
Time is running out! When you're close enough, go down to
the power distributor. Go down/left to the light, the
emergency light, the power supply, and finally, go left to
the lever. Do a trick on it.
Sissel sets off the electric chair early, which destroys
the chair (and the power to the building). Now Jowd cannot
be executed by means of the electric chair. Hooray!
Detective Jowd is somewhat pleased, and he indicates that
Sissel's job is not over. He tells Sissel to return to the
spoon and get ready...for a jailbreak!
004i-Chapter 9: 11:13 PM
---------------------------------------------------------
Sissel starts off at the switch. Jowd said to go to the
spoon, so let's start by going there. Gon right to the
power supply, then up/right to the emergency light, the
light, the power distributer, then the spoon.
The bell rings in the curry man's cell, and he returns
there. Shortly after this, he is caught by guards. It
appears the four guards in the prison are wandering around
with rifles and night vision goggles, and they want to
capture all the prisoners. That will make it harder for
Jowd to escape.
Go left, to the bunk, to the telephone, to the toilet, to
the mirror. Do a trick on the mirror to open it. Go left to
the bottle, to the bunk. From here, go to Detective Jowd.
Talk to him about both topics, then go back.
Jowd wants Sissel to guide him, while he escapes from
prison. A "Call Jowd" button appears in the upper/right.
Whenever you press this button, he goes to the location
that Sissel is currently in.
Step #1 in the escape is rather simple. You want to get him
to the bunk in Curry Man's room. Go right, to the bottle,
to the mirror. Do a trick on the mirror, then go right to
the toilet, to the phone, to the bunk.
Call Jowd to the bunk. Be careful not to do this, when the
two guards are there. Make sure the left guard is facing
left, and the right guard is facing right.
Step #2 in the escape is to get Jowd in the lower/right
corner, under the stairs. Unfortunately, there is a hunter
in the ceiling who is in your way.
Wait for the guard to appear, then travel to the right,
through his bulletproof vest. When you're near the toilet,
go up to the bell. From here, go up to a valve and right to
one of the hatch mechanisms. Do a trick to open the hatch.
A guard falls out of the hatch. Do a trick to close the
hatch again. The guard will then make rounds, which cover
the top part of the stairs and the upper floor. The other
guard covers the bottom part of the stairs and the lower
floor.
Go to the vest of one of the guards and have him take you
to the right. Go down to the empty can, then down to the
fusebox, under the stairs. Call Jowd to this area, but make
sure to have good timing. In this case, you need to call
Jowd when the upper guard is gone, and when the lower guard
is going up the stairs and facing right.
This is a save point. If you get caught now, you restart
from here, under the stairs.
Go up to the empty can, then to one of the guards. When he
is on the stairs, go to the hatch. This next part is
tricky, and it requires good timing. The upper guard is
going to stand on the hatch for a bit, and move left. As
soon as he gets off the hatch, open it. Then, go to the
valve.
The lower guard, at this time, heads down the stairs. As
soon as he is off the stairs, call Jowd to the valve. He
will sneak past the lower guard and into the area in the
ceiling. Jowd moves slowly, which is why you need to have
good timing to make this work.
Close the hatch again, when Jowd is safe. Wait for the
upper guard to appear, then go to his vest. Let him carry
you to the left, to the bunk.
Here, go left to the phone, to the toilet, through the
notes, to the guitar, to another hatch. Call Jowd here, and
he rolls around in the crawlspace.
The guard here is blocking the exit door. Go to the drums
and do a trick. The guard then walks to the drums. Now that
he is standing on the hatch, do a trick to open the hatch.
The guard falls to the bottom floor.
Make sure that the other guard on the upper floor isn't
around, then call Jowd to the guitar. Close the hatch with
a trick, then move to the bunk and call Jowd there. You're
done!
Jowd escapes from jail, and not a moment too soon. The
power comes back on.
Travel right, going from the bunk, to the hatch, to the
drums, to the guitar, to the note, to the note, to the
toilet, to the phone. Do a trick on the phone. Use an
inside extension to reach the guard room.
When Sissel arrives, Jowd calls the room. Trick the phone
and go to the new location. Jowd is at a payphone outside
of the prison. Inspector Cabanela is also there, holding a
gun at Jowd.
Go to Jowd and talk to him. You have three conversations to
pick from.
Talk to Jowd about Sissel. Jowd says that he never saw
Sissel's true face, so he cannot make definitive statements
about Sissel. He gives Sissel a lead: the music box. Jowd
gave Lynne the music box before his arrest, and something
inside the box might jog Sissel's memory.
Talk to Jowd about Inspector Cabanela to learn that
Cabanela is a bit of a perfectionist, who doesn't want any
stains on his record. That's why Cabanela is arresting Jowd
at this moment. Cabanela can't let a convicted criminal
escape, even though they are friends.
Talk to Jowd about his execution, then about the other
murder. Jowd says that in the hostage situation ten years
ago, he killed the man who was holding Lynne hostage. Lynne
was never told the truth.
Cabanela lets Jowd call the Justice Minister's Office,
where Lynne appears to be in trouble. Then, Cabanela gives
Jowd a present: a pocket watch. The two of them leave,
presumably to have Jowd returned to the prison.
004j-Chapter 10: 11:41 PM
---------------------------------------------------------
Sissel arrives at the Justice Minister's office. It turns
out the Justice Minister is the man from Chapter Three, the
one whose wife is the lady writer.
Talk to Lynne here, if you want, then go to the Justice
Minister's body. Sissel goes back before the Minister's
death. He was working at his office, when he received a
disturbing phone call. After a failed attempt to call his
wife, he has a stress-induced heart attack. He fails to get
his medicine and to drink his water, in order to calm his
body down.
When you're in the past, jump to the telephone to hear the
disturbing phone call. The blue villains from Chapter Seven
have kidnapped his daughter, and they refuse to let her go
until Detective Jowd is executed. An odd demand, to be
sure.
You CAN go to the place where the blue villains are, in
order to learn that the kidnapping is a hoax. Beauty does
NOT have Amelie there with her; she only has a recording of
Amelie's voice. However, going to the place where Beauty is
doesn't help save the Justice Minister's life, so if you
decide to go there, you'll have to restart.
Once the phone call from the blue villains is done, the
Justice Minister tries (and fails) to call his wife. He
will become stressed out and knock his medicine bottle
away. Shortly after this, he grabs for the pitcher of
water.
Now, jump to the pitcher of water, to the flag. Do a ghost
trick on the flag to flap it. When you do this at the right
time, the pitcher of water is knocked to the right, into
the man's hands.
The man will gratefully drink his water, which postpones
his death for a minute or so. That creates a save point,
and it gives us plenty of time to save his life.
When he drinks his water, he holds the pitcher in the air,
above his mouth. At this time, travel to the pitcher of
water to the ceiling fan. This is the only time you can
reach the ceiling fan. Do a trick on the fan to make it
blow two papers from the desk, to the right, near the
medicine bottle. Jump to one of the papers when it is high
up near the fan, and use the paper to travel to the right.
You have a puzzle here, in which you want to move the
medicine bottle to the left. The only thing close enough to
move the bottle is the sword, but the sword is not long
enough. You'll need to put something on the end of the
sword to lengthen it, something like that globe in the
upper/right.
Getting the globe to the sword, though, will require you to
drop four objects to the ground. Figuring out the order in
which you drop the objects is the tricky part. The order is
the urn, the painting, the globe and the fruit.
Go right to the medicine bottle, then go to the hand of the
statue and do a trick to raise it. Go up through both parts
of the hanging basket, then go to the frame hanger. Do a
trick to undo it. The frame hanger on the right is still
holding the painting up; once you trick that, the painting
falls.
Go down through both parts of the hanging basket to the
statue arm. Do a trick to lower it, then go right to the
curtain. Do a trick to close the curtain, so Sissel is on
the right.
Go to the armor's hand and do a trick to raise it. Go up to
the glove stand and do a trick to the turn it, so it is
facing right. Now, go to the globe and do a trick. Since
the stand is right, the globe goes left, knocking over an
urn.
Go up to the frame hanger and do a trick to undo it. The
frame falls on top of the painting, creating a sort of
seesaw. Go to the globe and do a trick on it. It rolls onto
the seesaw.
Go up to the curtain and do a trick to open it. Go to the
armor's hand and do a trick to raise it. Go to the bottom
of the hanging basket and do a trick, so it is facing left.
Go to the top of the hanging basket and do a trick to swing
it. Since the basket is left, the fruit falls right,
knocking an urn onto the seesaw.
The globe lands on top of the sword here. Go down through
the hanging basket, to the arm, to the sword. Do a trick on
the sword, and the medicine reaches the Justice Minister.
Sissel travels to the present, where Lynne is
unsuccessfully trying to convince the Justice Minister to
stall Jowd's execution. Do a trick on the sword again, to
get Lynne's attention. Sissel tells Lynne about the
kidnapping of the Justice Minister's daughter, and the
demand of the kidnappers.
Lynne carries Sissel to the left. Tap on the Justice
Minister's speech bubble, and Sissel talks with him. In the
end, though, the Justice Minister is unconvinced. He won't
jeopardize his daughter's life by saving Jowd's.
Go to the phone and do a trick. Travel to the newest
location: the kidnappers' hideout.
004k-Chapter 11: 12:10 AM
---------------------------------------------------------
Sissel arrives at the place with the two blue villains.
They indicate that they have kidnapped a girl and hidden
her inside the red trunk. Beauty then steps out of the
room, leaving her incompetent partner behind to sleep.
Sissel's goal in this chapter is to reach the trunk and
open it. This room bears an odd resemblance to the room
with the murder machine, in Chapter Five. That should help
Sissel figure out how to reach the lower/right.
Go to the candle and a trick on it. This burns a string,
setting an ornament loose. Go to the lower/left ornament,
then jump to the lower/right ornament, which you just
loosened. Do a trick on it, so it gets stuck in the ceiling
fan.
Go up to the ceiling fan motor and do a trick. This knocks
a green ball to the lower/left. Look familiar? Go down to
the ornament, and when it is on the left, go left to the
ornaments. Head down to the small door by the ball and do a
trick to open it. This moves the ball towards the
lower/right. Thanks to the ball, you can now set off the
party poppers on the table.
Go back up and through the stars to reach the star on the
ceiling fan. When you're on the right, go through the
various stars here to reach the shade. Do a trick to lower
the shade, then go to the crate that the man is sitting on.
From the crate, go left to the doll, then left to the ball.
Go left to the balance toy, to the party popper. Do a trick
here to get some strings on the candle sconce by the trunk.
Now, go up to the cake box and left to the party popper. Do
a trick here to get strings on the ceiling fan. Now this
room is covered with many easy-to-burn strings.
Time to go back to our starting point for the room. Go
right to the cake box, down to the party popper, right to
the spinning wheel, right to the ball, right to the doll,
and right to the crate. Go up/right to the shade, and do a
trick to raise it.
Travel left through the ceiling ornaments and reach the
fan. Here, go up to the motor and do a trick. The fan spins
faster, and the string on the fan goes up against the
candle on the left.
Quickly, while the fan is spinning faster, go left through
the ornaments and down to the candle. Do a trick on the
candle. When both the candle and the ceiling fan are
tricked at the same time, it results in the candle by the
doll being lit.
Time to return to the other side of the room. Go up through
the ornaments, and head right, using the fan along the way.
When you reach the shade, do a trick to lower it.
Go left to the crate, to the doll, to the ball, to the
balance toy. Do a trick on the balance toy to light the
candle sconce.
Almost done! Go right to the ball, to the doll, to the
crate, to the shade, to the candle sconce. Do a trick on
the sconce to lower a clock. You can now go from the shade,
to the clock, to the trunk. Do a trick on the trunk to open
it.
Surprise! The girl inside the trunk, who has been
kidnapped, is not the Justice Minister's daughter. It's
Kamila, the girl who lives with Lynne and Missile. She is
calmly reading a book and drinking juice.
Beauty returns at this point and sends her partner out.
Kamila reveals that she used to live in this house.
Interesting.
Go to Ghost World. It is revealed that Kamila has a core.
This means she died tonight, and somebody saved her life.
This must have happened after Kamila left Lynne's
apartment, and since Sissel didn't save her life, that
means someone else has the ability to perform ghost tricks.
Go to Kamila and talk to her about the kidnapping. She was
smart and hid the music box in the park, shortly before she
was captured. Talk to Kamila about herself to learn
something interesting: her father is Detective Jowd.
Kamila tells the truth about her mother's death, five years
ago. It wasn't murder; it was a tragic accident. Jowd took
the blame for the death, even though by the time he
arrived, Alma was already dead.
Once you talk to Kamila about everything, Sissel cuts the
conversation short. He doesn't want Kamila to know that the
kidnappers have demanded the execution of Detective Jowd in
return for Kamila's safety.
Beauty, the female blue villain, decides to leave. She can
sense the presence of something else in this room. Is she
sensing Sissel? She talks to Sissel, promising to kill
Kamila if he approaches them again. Then, the blue villains
leave with Kamila.
Sissel is left wondering if the villains can sense his
presence, or if they know about the powers of the dead.
After all, we know with absolute certainty that someone
besides Sissel can perform ghost tricks.
004l-Chapter 12: 12:25 AM
---------------------------------------------------------
This is an easy chapter to get through, gameplay-wise.
Sissel returns to the Justice Minister's office, with the
information that Kamila, not Amelie, is the girl who was
kidnapped.
The Minister is not convinced, and he won't be, unless he
gets a phone call from his daughter.
Inspector Cabanela appears, with Detective Jowd in tow. Tap
on his speech bubble to hear his conversation with Lynne.
She is unhappy with the Inspector.
Jowd steps closer to the left. You can now reach him. Go
right, to the documents, to the medicine bottle, to the
spear and to the spear. Now go to Jowd and talk with him.
Jowd is upset to learn his daughter has been kidnapped. He
is even MORE upset when Sissel reveals that Kamila's
machine killed his wife, five years ago.
Talk to Jowd about everything. He says there was a problem
with the machine Kamila made. The cupid, which was supposed
to set off party poppers, suddenly turned around and set
off the gun. Now that Jowd knows about ghost tricks, the
explanation is clear. Someone used a ghost trick that night
to ensure the machine would kill Jowd's wife.
Jowd purposely changed the crime scene, in order to frame
himself. The real murder weapon is hidden inside the music
box, which Kamila hid inside the bushes at the park. Lynne
then rushes to the park, to get the music box.
Tap on the speech bubble to hear what Cabanela does next.
He talks with Jowd, then talks with the Justice Minister.
The execution is still set to take place, so Cabanela calls
for a van to pick Jowd up. This will take about ten
minutes.
Uh oh! Ten minutes isn't a lot of time for Sissel to figure
out a way to get the Justice Minister's daughter to call!
Go left, to the spear, to the medicine bottle, to the
documents, to the phone. Do a trick on the phone and go to
Lady Red's Apartment, one above the Justice Minister's
number.
Sissel sees that Amelie is safe and sound inside her bed.
Fortunately, she's still awake, even though it's rather
late.
004m-Chapter 13: 12:51 AM
---------------------------------------------------------
Time to figure out how to get Amelie to call her father!
That way, he will know that his daughter has not been
kidnapped. The good news is that she just bought a lighter
for her father's birthday, and she really wants to call
him.
Go to the lighter, then do a trick. This brings the phone
to Amelie. Unfortunately, her angry mother refuses to let
her make a phone call. We will have to incapacitate the
mother first.
Go left to the wastebasket, then up to the lamp, to the
pendulum, to the wall clock, to the latch. A rat is
standing here. Do a trick on the latch, and the rat falls
to the pendulum. Go to the wall clock and do a trick on it,
so the woman notices the rat.
The woman uses her wine bottle to hit the rat. While doing
so, she knocks over the candle sconce. The rat lands on the
valve above the ceiling. Go up to the latch, and to the
valve. Do a trick on the valve to turn off the power
completely. The woman will then light the chandelier.
Go left to the hoist, then to the latch. Go down to the
dictionary, then to the crank. Do a trick to make the
chandelier fall. The woman will get up and raise it.
When the woman is walking back to her seat, do a trick on
the crank. If you time this properly, the chandelier falls
on top of the woman and traps her. When this happens, do a
trick on the crank to pull her up to the ceiling.
Go up, to the dictionary, to the latch. Do a trick on the
latch to open it. The rat's tail falls into the room. Now,
go to the chandelier and do a trick on it. The candles burn
brighter, frightening the woman and the rat. The rat moves
to the pendulum, with its tail still on fire.
Go up to the hoist, then go right/down to the valve, the
latch, the wall clock and the pendulum. Do a trick on the
pendulum. The rat's tail will light candles, causing the
phone to reach Amelie.
Go down, to the lamp, to the wastebasket. Go right, to the
lighter, to the phone. Sissel hears the phone call between
Amelie and her father. He is relieved to hear she is safe.
The three family members work out their problems, and
they're getting along again.
Sissel goes to the Justice Minister's office. While he is
glad his daughter is safe, he still cannot call off the
execution, as long as Kamila is in the hands of kidnappers.
Go to the Justice Minister and talk to him about
everything. He mentions that he knew about a manipulator,
before this night.
The Manipulator first came up in the official reports, for
the criminals in the special jail. Their crimes were both
impossible; the criminals did not have the necessary
knowledge. The reports concluded that a manipulator, who
DID have the necessary knowledge, forced them to commit
their crimes.
Inspector Cabanela believes the Manipulator was also
responsible for the death of Jowd's wife. We know that
SOMEONE did a ghost trick to make sure Jowd's wife died;
apparently, this was the work of the Manipulator.
The Justice Minister speaks out loud. He was recently
controlled by the Manipulator, who forced him to sign the
order for Jowd's execution. This is what caused the
breakdown in the Justice Minister's family. Shortly after
the Justice Minister mentions ghosts like Sissel, Cabanela
runs off.
Lynne then calls. She needs Sissel's help at the park. Do a
trick on the phone, then go to the park, which is the
option right below the Justice Minister's office.
004n-Chapter 14: 1:28 AM
---------------------------------------------------------
Sissel arrives at the park, but Lynne is too far to the
left for him to talk to. Go left to the leaflet, then left
to the delivery box.
The cook from the Chicken Kitchen is here, playing on the
swingset. When he is close enough, go to his hat. Then, go
to the swing and do a trick. This moves you to the left, so
you can reach the globe climber.
Go to the spot in the middle of the globe climber, then do
a trick. This spins the globe. While the globe spins, go to
the basketball, then go left to the seesaw.
Do a trick to move the seesaw. Then, go to the baseball, to
the left side of the seesaw, to the tire, to Lynne. Talk to
her. She couldn't find the music box, but she found a
corpse.
Go left, to the leaf, to the dumpster lid, to the oil drum,
to the corpse. The corpse belongs to the man who calls
himself the Guardian of the Park.
Go back in time. This man died, when Kamila was kidnapped.
He ran through the park, in an attempt to save her. A hedge
was in the way, though, so all he could do was pick up the
music box.
Kamila almost died around that time, when someone performed
a ghost trick to save her. This ghost trick resulted in the
death of the Guardian of the Park. Does that mean...the
Manipulator is here?
Go to ghost world. Go to the trowel, then to the soul. Talk
to it to learn that it is NOT the Manipulator. It's
Missile, the Pomeranian! He died here in the park, but that
doesn't bother him, because it allowed him to do a ghost
trick to save Kamila's life.
Missile is a bit different from Sissel. For one thing, he
has a longer reach that Sissel does. For another, his ghost
tricks involve swapping two items of a similar shape. You
get to try this out, by moving him to the Mino statue, then
moving him to the leaf. Swap the statue and the leaf.
Once the introductions are over, Missile and Sissel agree
to team up, to save Kamila and the Guardian of the Park.
Fortunately, a rugby ball is nearby. All we have to do is
move the rugby ball to the left, so Missile can swap the
Mino statue with the rugby ball.
You now have a button, which lets you switch between
Missile and Sissel. It's possible to get through this
puzzle, by only using this button once.
Sissel
------
Sissel's goal is to have an open umbrella, near the rugby
ball.
Start by sending Sissel to the right. Move to the oil drum,
to the dumpster lid. Do a trick to open the lid, then go to
the seesaw. Do a trick on it, then go to the baseball.
Sissel and the baseball get taken to the right.
The Guardian of the Park appears around this time. Wait for
him to jump on the globe climber. He spins it around. Go to
the basketball when it's close enough to you, then to the
core in the middle of the globe climber. Do a trick on it
to temporarily trap the Guardian of the Park. This buys you
a little bit of extra time.
Go to the boot in the globe climber, and when it is on the
left, go up/left to the leaflet, and to another leaflet.
Here, go up/right to a love letter. Do a trick on it to go
up.
Go left to a leaflet, then left to an umbrella. Do two
tricks on it. This results in an open umbrella, on the
branch below the rugby ball.
Missile
-------
As Missile, go right to the trowel, to the oil drum, to the
tire, to the seesaw, to the baseball.
You might have noticed that there are three round things
here: a baseball, a tire, and a basketball. Missile can
swap them for each other, whenever he wants. Swap the
baseball with the basketball, so the basketball is on the
seesaw.
Wait for the Guardian of the Park to jump on the seesaw.
The round item on the seesaw is sent upwards, when he does
this. If the round item is the basketball, and the umbrella
in the tree has been opened by Sissel, the basketball lands
in the open umbrella.
You can't do the same thing with the baseball (which is too
light) or the tire (which is too heavy).
Speaking of heavy...once the basketball is inside the
umbrella, swap the basketball and the tire. This causes the
rugby ball to fall into the trash can.
Now just sit and wait for the countdown timer to run out.
At the last second, Missile goes to Ghost World, freezing
time. As Missile, go down/left to the dumpster lid, then to
the rugby ball. Swap the rugby ball with the Mino statue.
Fate averted! Now nobody has to die! Sissel suggests
undoing Missile's death, but Missile disagrees. He wants to
hang on to his ghost tricks for a little while longer, and
if that means he has to stay dead in the meantime, he's
fine with that.
Shortly after Sissel and Missile return to the present, a
strong gust of wind blows away the leaf that Missile was
inside of. Ah, poor Missile. Let's hope he can rescue
Kamila.
The Guardian of the Park then wakes up and gives the music
box to Lynne. He then recognizes her, from ten years ago.
Talk to the Guardian of the Park about everything. He says
that ten years ago, he saw the dramatic showdown between
Detective Jowd and the criminal who took Lynne as a
hostage. The criminal was killed by a meteorite.
The meteorite, which the Guardian likes to call "The Rock
of the Gods", is still in the ground, not far from
Missile's corpse. There's even a monument at the site of
the crater made by the meteorite. Sounds like this Temsik
meteorite is very important!
Sissel is somewhat surprised to hear that the criminal was
killed by a meteorite, given the fact that Detective Jowd
claimed responsibility for killing the criminal.
Sissel and Lynne return to the Justice Minister's office.
As they hoped, the gun hidden inside the music box is
important enough evidence to warrant delaying Jowd's
execution. After all, the police need time to examine the
real murder weapon.
Go right, to the documents, then to the medicine bottle.
From here, talk to Jowd about everything. The conversations
reveal that the Manipulator is the one who forced Lynne to
shoot Sissel. It is also revealed that Detective Jowd had
no idea Lynne had been taken as a hostage, when he intended
to shoot the criminal in the park ten years ago. If it
wasn't for the Temsik meteorite, Jowd would have killed
that man for certain.
Who is the criminal that took Lynne hostage? He was Sissel.
Or at least, somebody who looked exactly like Sissel. He
went by a different name.
So, our hero Sissel, who died tonight, looks exactly like
the criminal who died ten years ago, in the hostage
situation. This cannot be a coincidence, and it makes
Sissel wonder some more about who he really is.
Inspector Cabanela calls, from the Junkyard
Superintendent's Office. He demands that the execution be
carried out, or else Kamila will die. Cabanela is working
for the kidnappers? Oh no!
004o-Chapter 15: 2:55 AM
---------------------------------------------------------
When Sissel arrives at the Superintendent's Office, he's in
for a surprise. Inspector Cabanela has just been
killed...by Sissel. Apparently, the evil Sissel who died
ten years ago is still very much alive and well. And also,
thanks to his "death" in the park, at the hands of the
Temsik meteorite, he can perform ghost tricks.
Evil Sissel is working with the two blue villains. It is
revealed that the blue villains are on a submarine.
Go to Inspector Cabanela's body. Sissel rewinds time to see
the recent conversation between Evil Sissel and Cabanela.
The good news is that Inspector Cabanela is NOT working for
the kidnappers. The misleading phone call at the end of the
previous chapter was made, because Evil Sissel forced
Cabanela to do it.
Evil Sissel claims that he wants revenge on everyone
involved in his death, ten years ago. That would be
Inspector Cabanela, Detective Jowd, and Lynne.
Cabanela shoots Evil Sissel, to no effect. Evil Sissel then
uses ghost tricks and shoots Cabanela at close range.
Sissel and Cabanela go back four minutes. This is a tricky
rescue operation. After all, you can't perform any ghost
tricks here. If you do, the evil Sissel will notice and
shoot Cabanela early.
Instead of doing ghost tricks, travel to the phone, to the
lamp, to the tea kettle. Wait until Evil Sissel knocks the
kettle to the floor. From here, you can go down/right to
the motor. Sissel sees that the basement area has recently
been destroyed by an explosion.
The Pigeon Man was killed in this explosion. Travel
down/left to the hoist, then do a ghost trick to reach the
floor. Go right to the tool box and do a trick to open it.
From here, go to the balance toy, then to the Pigeon Man.
Sissel goes back in time four minutes before Pigeon Man's
death. He and Cabanela were examining the corpse of Sissel,
found at the junkyard this night. Cabanela correctly
suspected Evil Sissel was the Manipulator, and he hoped
they could find the source of his powers.
Evil Sissel stood up in the middle of this, spoke to them
for a while, then set off some dynamite.
Our heroes go back in time to try saving the Pigeon Man.
Move the screen around here, and at the very bottom, you
can see a sewer.
Wait for time to pass, and during the three second
countdown, a voice calls out to Sissel. Move the screen to
the bottom/right corner at this point to see the leaf that
Missile is inside.
Missile now joins the group. He has the ability to swap
objects, as you might remember.
As Missile, jump up/right to the toy cake, then down/right
to the trash can lid. There are rats in the trash here. Go
to the old magazines, and swap them with the old
newspapers, right of them. This causes many rats to appear
in the trash.
The trash can lid goes flying off. Go left, to the trash
can, to the trash can lid. When the lid is rolling the
ground now, it is circular. That means you can swap it with
the tire to the left. Do that.
The trash can lid will fall on its side, so it looks just
like the trap door. This happens almost at the exact end of
the countdown. Swap the lid with the door. Pigeon Man
falls, and the explosion soon follows. Evil Sissel is
fooled into thinking that Pigeon Man was killed.
Pigeon Man is safe, but Cabanela is still dead. Now that we
have Missile's help, I'm sure that we can undo Cabanela's
death. When the pigeon is close enough, travel to the
hoist, to the motor.
Switch to Missile. Send him up/left to the helmet, then
send him up to the book on the shelf. This will keep him
out of the way, for now.
Watch the scene. Wait for Evil Sissel to knock the kettle
to the ground, then travel to the kettle, then to the base
of the lamp. Evil Sissel will turn to the right, for a
brief period of time. Quickly, while his back is turned, do
a trick on the lamp. Then, travel to the top of the lamp,
to the helmet. Do a trick on the helmet to knock it on the
ground. If you're too slow with these two tricks, Evil
Sissel catches you, and you have to start over.
Wait for Cabanela to shoot Evil Sissel. When this happens,
the step ladder comes close. Go right, to the tea kettle,
to the step ladder. Do a trick on the step ladder, then go
up to the microscope, to the knit hat.
Do a trick on the hat to knock it onto the step ladder. Go
down to the ladder and do a trick on it. The knit hat is
now right next to Evil Sissel.
Switch to Missile. Swap the knit cap with the book. The cap
will slide off the bookshelf and onto the hook here. This
does not happen, if you do not knock off the helmet which
WAS on the hook.
Wait for the countdown to end. Missile automatically stops
time, when the bullet is close to Cabanela's head. Swap the
bullet with the knit cap. This injures Cabanela, but not
fatally.
Evil Sissel is fooled by this ruse, and just like we saw at
the beginning of this chapter, he calls the blue villains
on the submarine, then leaves.
Pigeon Man and Cabanela are both happy to be alive. Talk to
Cabanela about everything. Cabanela reveals that it is his
fault Evil Sissel escaped from police custody, ten years
ago, on the night of the hostage situation.
Cabanela explains that, the whole time, he has been working
to help prove Jowd's innocence. When he foiled Jowd's
jailbreak and took him to the Justice Minister, those were
delaying tactics. When he tried to have Lynne arrested, he
was simply hoping he could protect her from the
Manipulator.
The Manipulator case that Cabanela was working on had a
large development recently. They learned that the
Manipulator was planning to meet the blue villains at the
Chicken Kitchen that night. Hence, the large stakeout
planned at that location. The blue villains are actually
foreigners.
Once you talk with Cabanela about everything, go to the
desk lamp, and from there, talk to Pigeon Man. He says that
he was assigned to do the autopsy on Evil Sissel's corpse,
ten years ago.
The corpse was unusual, because it was uninjured. In fact,
the corpse automatically healed itself, whenever he tried
to cut it with a scalpel. Shortly after this, when no one
was around, Evil Sissel's corpse got up and walked away.
The corpse gave off unusual radiation, which matched the
radiation from the Temsik meteorite. Apparently, there is a
piece of the meteorite lodged inside the corpse, which is
what caused the radiation.
Cabanela teamed up with the Pigeon Man about a year ago,
when a message they intercepted from the Manipulator
indicated his powers came from somewhere other than this
planet. The two of them built the machine in the basement,
an exact duplicate of the machine which killed Jowd's wife,
as a way to prove the existence of the Manipulator.
Lynne and Detective Jowd appear after this. Jowd gets his
old coat back, and he and Lynne rush off after Evil Sissel,
who is going to meet with the blue villains on the
submarine.
004p-Chapter 16: 4:19 AM
---------------------------------------------------------
About two hours before dawn, Jowd calls for Sissel. Jowd is
at the control room of the Yonoa submarine. He is almost
instantly caught by the Masked Muscleman. The two villains
speak with Jowd for a bit, as Jowd explains how he managed
to get onto the submarine.
The Eyebrowed Villain reveals that Evil Sissel's corpse is
inside this very room. Evil Sissel's spirit is not here at
the moment; he is elsewhere, possessing Kamila. The
Eyebrowed Villain takes advantage of Evil Sissel's absence,
and he removes the Temsik meteorite fragment from the
corpse.
The control room then gets unexpectedly jettisoned from the
rest of the ship. Then, there is an explosion. Time for our
hero Sissel to look around and figure out what to do next.
Go to Ghost World, then talk to the spirit who is to the
left. It's Missile! He wants to help Kamila and Lynne, too.
Shortly after this, the phone starts ringing. This starts a
short puzzle, in which the goal is to get Sissel to the
phone.
The key to this puzzle is using the three hammocks. Switch
to Missile, and go left, to the baseball. Swap the baseball
in the left hammock with the basketball in the middle
hammock. This moves the baseball up, so it's within
Sissel's reach.
As Sissel, go right to the baseball, then right to the
emergency light.
Now as Missile, go right to the emergency light, then to
the baseball. Swap the baseball in the middle hammock with
the basketball in the right hammock. That moves the
baseball up, so it's within Sissel's reach.
Another explosion occurs, and the phone is knocked off the
hook. Uh oh! Better get there quickly, Sissel! Move right
to the baseball, to the valve, to the phone.
Kamila is on the other line, and she is upset because Lynne
has died again. Go to Kamila's area, where Sissel and
Missile talk to her for a bit.
Travel down/left to the monitor, to the wheel. Do a ghost
trick to turn the wheel, then jump to Lynne's body. When
she and Jowd first arrived on the ship, they split up. Jowd
went after Evil Sissel, while Lynne went to save Kamila.
Sissel turns time back four minutes, and he watches the
scene. Lynne finds Kamila, who is being manipulated by Evil
Sissel. Evil Sissel was hoping to shoot Detective Jowd, but
he seems satisfied with shooting Lynne instead.
A phone call, as well as the explosion on the submarine,
interrupts the standoff. Lynne gets killed by falling
debris.
Time to save Lynne. Sissel can't reach any objects at the
moment, so sit and wait for Evil Sissel/Kamila to point the
gun at Lynne. In Ghost World, go right to the gun, up to
the wheel, right to the monitor, then right to the phone.
You can't use the phone right now, because it is still on
the hook. Go up to the wheel, and do a trick on it to knock
the phone off the hook. NOW the phone can be used! Go to
the phone, and choose to go to the other location.
The other location is the phone on the sub, which is right
of the hammocks. The time is right around when the Temsik
fragment is taken from Evil Sissel's corpse. This is a save
point, so you can restart from here if you need to.
Go left to the valve, to the basketball, to the
wastebasket. Do a trick on the wastebasket to open it,
which knocks the basketball up to the ceiling. What you
want to do is trick the wastebasket, then jump to the
basketball so you're taken up to the ceiling. From there,
jump to the emergency light to the left.
Wait for the capsule with the Temsik fragment to appear,
and jump to it as it passes by on the conveyor belt
overhead. Once the Temsik fragment is safe in the Eyebrowed
Villain's hands, he jettisons the control room and makes a
quick escape on a minisub.
He also sets off a torpedo, so the main submarine will sink
to the bottom of the sea, with Evil Sissel trapped inside.
Quickly, move right to the lever and do a trick. This
lowers the platform the lever and capsule are on, which
moves you closer to the torpedo. Go to the power
switchboard, then to the torpedo.
The torpedo launches, with Sissel inside. A rat is also
inside the torpedo. Unfortunately, the rat is going to stop
you from turning on the safety lock, because it doesn't
want to get crushed. So the first puzzle is getting rid of
the rat.
There are two gyroscopes here. One is on the left and one
is on the right. Do a trick on the left one, so it's facing
up. Then, go to the right gyroscope and do a trick so it's
facing up as well. This flips the torpedo upside-down,
getting rid of the rat.
Now go left to the joint and do a trick to operate it. The
safety clamp goes on. Now the torpedo won't go off when it
hits the submarine! This means Lynne won't die in the
explosion.
Of course, the torpedo still hits the submarine. This
causes a small water leak.
Time to get over to Lynne. Go right to the transformer,
then right to the starter. Do a trick on the starter to
operate the big machine here. Sissel watches how the
machinery works.
Do a trick on the starter again. Go right to the wheel
(when its core is close enough to Sissel), then go right to
the other wheel, to the balancer, to the gear. The two
gears in this area rotate.
Let the left gear take you right, then jump to the right
gear. Let it take you right, then jump to the piston. Wait
for the piston to go up, then jump to the flashlight. Do a
trick on the flashlight to alert Lynne of your presence.
Lynne and Kamila need to get out of the room, before it
fills with water. They need to go up to the exit, which is
on the floor above.
Go up/right to the emergency light, to the valve. Do a
trick on the valve to move some gloves. Go up to the
gloves, to the fuse box, to the ladder's switch. Do a trick
on the switch to lower the ladder.
Lynne climbs up to the second level, and the flashlight
breaks. Go to the flashlight and do a trick to turn it on.
Shortly after this, the submarine turns on its side.
Now Lynne, Kamila, Sissel and Missile are stuck at the
bottom of the submarine. Water is coming in at a much
faster rate, but the goal remains the same. They have to
reach the door at the top.
Go to the Ghost World, and Missile agrees to help. As
Missile, go to the right, to the pipe, to the shaft, to the
torpedo. Now go up, to the transformer, to the starter, to
the wheel, to the wheel, to the balancer, to the large fan.
You probably noticed there are three fans here. Look
up/left to find a fourth fan. The four fans are of three
sizes: one large, one small and two medium. Your goal is to
arrange the fans, from smallest to largest. That means a
small fan on top, a medium fan in the middle, and a large
fan on the bottom.
Let's start by moving the large fan from the top to the
bottom. Swap the large fan with the fan below it. Now go
right to the balancer, then go down/left to the large fan.
Swap it with the fan below it. Now the large fan is on the
bottom.
Go right to the wheel, up to the balancer, then left to the
medium fan. Swap it with the small fan that is up/left of
it. Now all three fans are in place!
Switch to Sissel and wait for Lynne to hold the flashlight
out. Jump to the wheel, to the pipe, to the shaft, to the
torpedo, to the transformer, to the starter. Do a trick
here. Provided the fans are in the correct spots, this
creates stairs for Lynne to climb. She goes up to an area
with steam pipes.
Sissel needs to get where Lynne is. As Sissel, do a trick
on the operator again. When the wheel is close enough, jump
up to it, then jump up to the other wheel, to the balancer.
Jump to the gear when it's close enough, and Sissel gets
taken to the area where Lynne is. From there, jump to the
fire extinguisher, to the wheel. Do a trick on the wheel to
turn off the steam pipe near Lynne.
Time for Missile to switch some pipes around. Switch to
Missile, and have him go up the same area Sissel did.
As Missile, switch the upper/right pipe (which Sissel
turned off) with the lower/right pipe. Send Missile to the
emergency light, then to the upper/left pipe. Swap it with
the lower/left pipe. Now the bottom two pipes are safe.
Swap the two upper pipes, and the puzzle is solved!
To recap, you switch the two right pipes, the two left
pipes, and the two top pipes.
Lynne crawls past the pipes, but she quickly gets stuck.
She can't go up the exit! As Sissel, go left to the pipe,
up to the emergency light, up/left to the gloves, left to
the distributing panel, up to the switch, up to the fuse
box and up to the hook.
Do a trick on the hook to lower it, then do another trick
to raise it. Lynne is almost there, but she can't open the
door. Go to the door and do a trick to open it.
Sissel can't budge the door because something is blocking
it. Then, someone shouts. The door opens and a strange
crane-like object enters the room. It takes Kamila and
Lynne up to safety, while Sissel wonders what the strange
thing could be.
004q-Chapter 17: 5:10 AM
---------------------------------------------------------
It turns out the strange thing is Evil Sissel. He doesn't
have his body (which was in the room that was jettisoned
from the rest of the submarine), so now he's possessing
some random junk. He is a lot more docile now, compared to
the previous times we've seen him.
Now you get to talk to Evil Sissel about everything. He
starts by talking about the Temsik meteorite. It has two
effects: power and time.
Anyone who dies near the Temsik meteorite gets ghost
powers, due to the meteorite's radiation. The powers differ
from person to person, and they change over time. For
example, someone with the ability to swap objects (like
Missile) might eventually lose that power, and gain the
power to manipulate objects (like Sissel).
The time effect lets someone travel back in time, to four
minutes before a person's death. In the case of Evil
Sissel, the meteorite fragment in his heart kept his corpse
perpetually fluctuating between his death and the moment
before his death. It is as if his body is stuck at that
time, ten years ago, which is why his corpse hasn't changed
at all.
Evil Sissel elaborates on his plan with the blue villains.
Evil Sissel wanted to get revenge on the people responsible
for his death: Lynne, Jowd and Cabanela. The blue villains
helped him achieve this goal, as we know; they kidnapped
Kamila to ensure Jowd's execution.
Little did Evil Sissel know that the blue villains had a
different agenda. They wanted to steal the Temsik
meteorite, then wipe out everyone who knew about it.
Evil Sissel ends the conversation by elaborating on the
plan to get rid of Lynne, by framing her for his death.
Once the conversation ends, the submarine shakes a few
times, and Kamila wakes up.
Kamila mentions her father, Detective Jowd. No one is sure
why the blue villains purposely jettisoned off the control
room, with Detective Jowd inside. Lynne then comes up with
a plan. Using the tracking device which shows where Evil
Sissel's body is, she can send Sissel to the room with
Jowd.
Go up/right to the bottle, to the lamp, then up to the
control panel. Do a trick to operate it. Go up to the
mechanical arm, then up to the telephone. Do a trick and
travel to the torpedo room.
Our heroes all go to the torpedo room. There are two
switches here, and you need to pull the one on the left to
load the torpedo. The switch is stuck, though, so talk to
Missile.
Missile agrees to help. As Missile, swap the two switches.
Then, as Missile, go to the left switch. Do a trick to
operate it, and the torpedo loads.
Travel to the torpedo. At first, Missile doesn't want to
go, but Lynne and Kamila convince him to tag along. Lynne
then fires the torpedo. The plan works perfectly, and
Sissel and Missile travel to the room with Jowd.
Detective Jowd is dead at the moment. Go to his body, so
Sissel can rewind time to before Jowd's death. It turns out
that Evil Sissel, whose name is finally revealed to be
"Yomiel", is here as well.
Time for another conversation with Yomiel. He talks about
the crime that he was (falsely) accused of committing, when
he escaped from the interrogation room and took Lynne
hostage.
Yomiel talks more about his motivations and the deal he
made with the blue villains.
Sissel and crew go back in time, four minutes before Jowd's
death. He was killed by the Masked Muscleman, who is
revealed to be a remote control robot. The Muscleman says
that the control room was jettisoned, to make it impossible
for something to happen.
Go to Yomiel's corpse. Yomiel suddenly realizes why the
villains were trying to prevent. They wanted to make it so
that no one could reach Yomiel's corpse.
Now that the Temsik fragment is out of Yomiel's corpse, it
is possible for someone to go back in time, to four minutes
before Yomiel's death. And our heroes decide to do exactly
that.
004r-Final Chapter 5:26 PM
---------------------------------------------------------
Sissel, Missile, Jowd and Yomiel go back in time, to four
minutes before Yomiel's death. That took place ten years
ago, during the hostage situation in the park.
Lynne was baking sweet potatoes, when Yomiel and Jowd
appeared on the scene. Yomiel grabbed Lynne. During the
ensuing a standoff between Jowd and Yomiel, the Temsik
meteorite hit. Yomiel got hit from behind by the meteorite
fragment.
Sissel starts this challenge too far away from any cores he
can possess. Wait for Lynne to be grabbed by Yomiel, then
go left to the sweet potato and up to the headphones.
Do a trick here to get Lynne to drop the sweet potato. This
changes her fate AND it makes a small path for Sissel.
Missile is in the way now, so switch to Missile and move
him left three times, to the leftmost nozzle. Switch to
Sissel. Move him down/left to the potato, and left to the
basket.
Do a trick on the basket to knock a sweet potato into the
water. Move left to the nozzle. When the potato is over the
nozzle, do a trick to spray the water. Jump to the potato,
and Sissel gets taken to the main fountain.
Missile notes that the potato resembles the Mino rock. Move
Sissel down to the nozzle, then move Missile to the sweet
potato. As Sissel, do a trick on the nozzle to send the
potato up. Then, as Missile, swap the sweet potato with
Mino, then swap Mino with the post lantern on the right.
Now, when the meteorite hits, it is deflected off of Mino.
Instead of hitting Yomiel's back, it hits Jowd's leg. The
past Detective Jowd isn't stopped by the meteorite,
however. He uses his gun to shoot Yomiel.
Missile stops time right before the bullet hits. Swap the
bullet with the sweet potato (which is down/left). Yomiel
is badly injured, but still alive.
The impact of Yomiel hitting the lamp post causes Mino to
fall, right on top of Lynne. Ghost Yomiel quickly figures
out a way to use all three of their ghost tricks to save
Lynne.
As Sissel, move left to the lantern, to the nozzle. Do a
ghost trick on the nozzle to spray the lantern to the
right.
As Missile, move up/right to Mino. Do a ghost trick to swap
the lantern with Mino.
Yomiel then does HIS ghost trick: manipulating bodies. In
this case, he manipulates his own unconscious body into
grabbing Lynne and throwing her to safety. Yomiel's body
gets crushed by Mino, but he still lives through the entire
ordeal.
As you would expect, this completely changes everything.
Since Yomiel doesn't die, he doesn't get ghost tricks, and
that pretty much erases most of the things which happened
in the game.
There are many scenes after this. Sissel finally gets his
memory back, as he learns who he is. He also learns the
true identity of Ray, who helped teach him how to use ghost
tricks, in the first chapter.
In the new future that Sissel and his friends created, it
seems that everyone will live happily ever after.
005-Credits
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This FAQ is copyright of The Lost Gamer, 2012. If you want
to use any part of this FAQ, ask me first (instructions
under general information).